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Creative Features / [Scripts] Re: Minigolf Minigame in TM
« on: January 28, 2018, 09:22:32 AM »

Would you mind sharing the script or at least sharing how you got the physics to work with the ball on a HUD? I never gave thought to an idea like this.

The ball is a 10x10 HudShape who's x and y coordinates are seperate variables, BPx and BPy (ball position x ball position y) HudShape [Ball] [player] [rect] [BPx, BPy, 10, 10]. It's movement is set up by checking where you're aiming, how much power use to move the ball and giving you a history mark depending on how much (1-100), and activating the corresponding script for that angle. Before any of the movement scripts activate however, a script will convert your power history into a seperate history called speed, which is the opposite value. So if you went full 100 power, it would give you 1 speed (this is very important later. Also, I know it's kinda confusing since speed should be higher as power is higher, but that's just the name I chose).

The movement scripts are set up so that depending on where your aiming, your ball will move x pixels left/right and y pixels up/down as long as your speed is below a 100. This is done by just adding x pixels to the BPx variable and y pixels to the BPy variable. It will also multiply your speed by a scaling factor (I think mine is something like 1.03?) and then loop the script by your speed variable. This basically means the lower the initial speed, the more times it will loop as well as how fast it loops allowing the ball to travel farther, faster. The longer it goes, the higher the speed so the longer it takes to loop. You then just check if they're gonna hit a wall by checking to see if the BPx and BPy coordinates are the same as the x and y coordinates of the wall. If it is, it will activate the script of its opposite direction.

For example if you wanted to aim to the right at a power of 100, it would first convert that power to a speed of 1. It would then active the aim 0 degree script. This will check to see if your speed is below 100. Since it just started, it's still at 1 so it's good to go. It will now add 10 pixels to the BPx variable and redraw the ball var [BPx] = [BPx] + [10]. It will also multiply the speed by 1.03 to become 1.03, var [speed] = [speed] * [1.03] and loop [speed]. It will then loop it again and the speed will increase again, and again, and again, all while the ball is moving 10 pixels to the right each time. Now, the speed variable is at 97. It will loop one more time and the speed will be greater than 100. It will now not move the ball and it will activate the aiming script for you to hit it again. To sink the ball into the hole, it just checks to see if your speed is above 90 and if your BPx and BPy are the same as the position of hole. The 45 degree angles are also the same except they just move the ball 7.071 pixels up/down and left/right.

Anyways, hope that explains it. I didn't feel like taking pics and this way i could try to explain what I'm doing, don't know if I did it well or not :P.

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Creative Features / [Scripts] Re: Minigolf Minigame in TM
« on: January 27, 2018, 10:54:11 PM »
COOL mini game how long did it take to make that

I'd say about 5 hours, but most of that was me messing around trying to see how the variables work :P

3
Creative Features / [Scripts] Minigolf Minigame in TM
« on: January 27, 2018, 03:03:58 PM »
Hey guys, thought I'd show you my first small project since I've gotten total miner again. Since I haven't played since before variables got introduced, I decided I'd do something that could help me use a lot of different features. It's minigolf made of HUDs. Besides the 2 script blocks used to rotate the guide line, it only uses scripts to render the game. Anyway, here it is (Don't have to worry about horrible quality and a corny voiceover)!



The ball is controlled by aiming using the guide lines, and the power bar controlling the speed of the ball. The ball does have hit detection and some simple physics, so it will bounce off the walls correctly and it's speed will deteriote as it travels. As long as the ball is slow enough, it will go in the hole and you will win and it will tally up your strokes. I could add holes, but I thought this was a good enough demonstration :P. If you're wondering why it's cooped up in the corner instead of centered, it's because of the weird xy coordinate shift when using HUDs.

Anyways, it was pretty fun to do and I got to use the variables in some pretty cool ways. If you have any questions on how it works, or just any thoughts on it, please comment!

Thanks,
#

4
Total Miner Discussion / [PC] Re: Total Miner: Forge PC Edition - Discussion
« on: November 29, 2017, 12:24:33 PM »
I dont know if this has been asked already, but will we be able to play Total Miner without an internet connection?

5
Total Miner Discussion / Re: Whats the best map you have built?
« on: June 02, 2016, 03:47:18 PM »
My favorite build, although only somewhat finished, would have to be:
http://totalminerforums.net/index.php?topic=13950.msg148142#msg148142

I never got to finish it 'cause the world got corrupted, but it came out good enough.

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Fun House / Re: Useless Superpowers
« on: April 26, 2016, 04:00:12 PM »
The ability to travel through time at the speed of time.

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Contests / Re: Star Wars Bundle Giveaway: Episode II
« on: March 30, 2016, 03:45:53 AM »
129

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Creative Features / Re: Chess in TM
« on: March 18, 2016, 11:30:06 PM »
Could me and lobo use this for a game series?

I don't have live right now, Microsoft isn't letting me renew for some reason  /-:. If by the time it's fixed and you still want it, sure.

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Creative Features / Re: MineSweeper
« on: March 06, 2016, 08:21:10 AM »
I thought you'd have a bunch of script blocks with their look at range set to 16 like with the Rubik's cube. I still would have found a problem with that, But it would be better than what you have.

Then it wouldn't be a click. The Rubik's Cube was a slide so that's why I was able to use it for that.

Yeah it would. Give history marks on the look range, And query them for the item swing.

The Item swing isn't what runs the click script, it's the blocks in front of the cells themselves. Since they all use relative coordinates, they would have to be powered with the Item Swing, not the other way around.

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Creative Features / Re: MineSweeper
« on: March 06, 2016, 08:00:33 AM »
I thought you'd have a bunch of script blocks with their look at range set to 16 like with the Rubik's cube. I still would have found a problem with that, But it would be better than what you have.

Then it wouldn't be a click. The Rubik's Cube was a slide so that's why I was able to use it for that.

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